# \[SOLVED\] Waiting for skinned asset to be ready in Groom binding never ends

**URL:** <https://forums.unrealengine.com/t/solved-waiting-for-skinned-asset-to-be-ready-in-groom-binding-never-ends/1844735>\
**Category:** Asset Creation\
**Tags:** unreal-engine\
**Created:** [May 7, 2024, 2:11pm UTC](https://forums.unrealengine.com/t/solved-waiting-for-skinned-asset-to-be-ready-in-groom-binding-never-ends/1844735 "2024-05-07T14:11:24Z")\
**Posts on this page:** 11\
**Page:** 1

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**Author:** ![gvnnp](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@gvnnp](https://forums.unrealengine.com/u/gvnnp)\
**Post date:** [May 7, 2024, 2:11pm UTC](https://forums.unrealengine.com/t/solved-waiting-for-skinned-asset-to-be-ready-in-groom-binding-never-ends/1844735/1 "2024-05-07T14:11:24Z")

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When i right click on a groom and create a new binding or i change the skeletal meshes in a groom binding, Unreal shows a loading bar that suddently disappears and just then a loading bar saying “Waiting for skinned assets to be ready” and it gets stuck. Any help?

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/0/f/a0fb4ae6700c282f16380f0f3b863bc39b92b70f.jpeg)  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/c/1/4c1090e314862f59cfd4a439365c99b81482af1c.png)

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**Author:** ![Teodor\_Nikolov](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Teodor\_Nikolov](https://forums.unrealengine.com/u/Teodor_Nikolov)\
**Post date:** [June 7, 2024, 11:57am UTC](https://forums.unrealengine.com/t/solved-waiting-for-skinned-asset-to-be-ready-in-groom-binding-never-ends/1844735/2 "2024-06-07T11:57:22Z")

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I’m dealing with a similar problem at the moment. I am not familiar with Groom, but do morph targets have anything to do with it? In my case, disabling Morph Targets on my skeleton during import prevents the hang, but it’s not a proper solution in my case.

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**Author:** ![axo\_tio\_axo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@axo\_tio\_axo](https://forums.unrealengine.com/u/axo_tio_axo)\
**Post date:** [August 7, 2024, 1:29am UTC](https://forums.unrealengine.com/t/solved-waiting-for-skinned-asset-to-be-ready-in-groom-binding-never-ends/1844735/3 "2024-08-07T01:29:35Z")

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Did you ever find a solution for this? I’m having this same problem and it’s driving me crazy

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**Author:** ![gvnnp](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@gvnnp](https://forums.unrealengine.com/u/gvnnp)\
**Post date:** [August 7, 2024, 6:25pm UTC](https://forums.unrealengine.com/t/solved-waiting-for-skinned-asset-to-be-ready-in-groom-binding-never-ends/1844735/4 "2024-08-07T18:25:24Z")

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nope not even in ue 5.4.3  
I also noticed that City Sample Crowds is only available in 5.3 not 5.4

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**Author:** ![axo\_tio\_axo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@axo\_tio\_axo](https://forums.unrealengine.com/u/axo_tio_axo)\
**Post date:** [August 8, 2024, 12:13pm UTC](https://forums.unrealengine.com/t/solved-waiting-for-skinned-asset-to-be-ready-in-groom-binding-never-ends/1844735/5 "2024-08-08T12:13:02Z")

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I hope this helps:

> [@Unreal freezes when creating any groom binding asset on 5.4.x](https://forums.unrealengine.com/t/unreal-freezes-when-creating-any-groom-binding-asset-on-5-4-x/1965957/3):
>
> Ok, I still don’t fully understand what’s going on, but I have a working solution.
> 
> Before modifying the binding asset, set “Editor.AsyncSkinnedAssetCompilation 2” (it defaults to 1) and then set the proper source and taget meshes in the binding asset. Set Editor.AsyncSkinnedAssetCompilation back to 1 right after modifying the binding asset.
> 
> I also encountered another problem that even if your source and target meshes seem to be set properly, the groom isn’t fitting properly to the target mesh. I don’t really understand this issue either but it seems like the groom asset itself gets “corrupted”, even when setting new binding asset with proper source/target meshes. So the best solution is to delete the groom asset and reimport it, or if it is a metahuman groom, get the same groom from a diferent metahuman, or delete and reimport the metahuman from quixel bridge. Simply duplicating the groom asset inside unreal to get a “new” asset wasn’t working for me.

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**Author:** ![TheArtGuy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TheArtGuy](https://forums.unrealengine.com/u/TheArtGuy)\
**Post date:** [October 21, 2024, 12:52am UTC](https://forums.unrealengine.com/t/solved-waiting-for-skinned-asset-to-be-ready-in-groom-binding-never-ends/1844735/6 "2024-10-21T00:52:14Z")

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Not all heroes wear capes!

Thanks Editor.AsyncSkinnedAssetCompilation 2 in the console before pressing play fixed the issue in

unreal 5.4 in City Sample project!

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**Author:** ![cgace](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/cgace/32/997280_2.png) [@cgace](https://forums.unrealengine.com/u/cgace)\
**Post date:** [November 21, 2024, 6:38am UTC](https://forums.unrealengine.com/t/solved-waiting-for-skinned-asset-to-be-ready-in-groom-binding-never-ends/1844735/8 "2024-11-21T06:38:01Z")

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worked wonderfully. thanks!

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**Author:** ![Qlimax87](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Qlimax87](https://forums.unrealengine.com/u/Qlimax87)\
**Post date:** [February 22, 2025, 5:59am UTC](https://forums.unrealengine.com/t/solved-waiting-for-skinned-asset-to-be-ready-in-groom-binding-never-ends/1844735/9 "2025-02-22T05:59:35Z")

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Seriously been fighting multiple days switching between male and female and the binding asset will not clear, this in turn blows up the editor when switching. Ya about to not have any facial hair and maybe play with it until the rest of the project is complete. So flipping frustrated. Why can’t I just plugin NONE or be able to reset the value. golly

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**Author:** ![TactileVisions](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tactilevisions/32/1194626_2.png) [@TactileVisions](https://forums.unrealengine.com/u/TactileVisions)\
**Post date:** [November 10, 2025, 4:10pm UTC](https://forums.unrealengine.com/t/solved-waiting-for-skinned-asset-to-be-ready-in-groom-binding-never-ends/1844735/10 "2025-11-10T16:10:53Z")

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In case the above doesn’t work for someone: switching to the old importer by disabling the interchange system worked for me. You can do this by entering this in the console: Interchange.FeatureFlags.Import.FBX false

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**Author:** ![Yumi.Batgerel](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Yumi.Batgerel](https://forums.unrealengine.com/u/Yumi.Batgerel)\
**Post date:** [January 15, 2026, 3:39pm UTC](https://forums.unrealengine.com/t/solved-waiting-for-skinned-asset-to-be-ready-in-groom-binding-never-ends/1844735/11 "2026-01-15T15:39:50Z")

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> [@TheArtGuy](#):
>
> Editor.AsyncSkinnedAssetCompilation 2

I’m having same issues on UE 5.6.1 and non of the fixes seems to be working! 😑

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**Author:** ![JonCable](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JonCable](https://forums.unrealengine.com/u/JonCable)\
**Post date:** [January 30, 2026, 12:44am UTC](https://forums.unrealengine.com/t/solved-waiting-for-skinned-asset-to-be-ready-in-groom-binding-never-ends/1844735/12 "2026-01-30T00:44:20Z")

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Try disabling async groom binding compilation. It’s in the editor preferences, or search for `bEnableAsyncGroomBindingCompilation` . I’m pretty sure this issue is a deadlock between the async groom compilation and the async skinned asset compilation, and it’s been around since 5.4. I’m still hitting it in 5.6.1.

Note, setting the AsyncXCompilation cvar to 2 pauses the system, and setting it back to 1 resumes it.
